bool Line:: Collides( const Line &other, const Placement &thisPlacement, const Placement &otherPlacement ) const { Matrix2D thisTransform = thisPlacement.Get2DMatrix(); Matrix2D otherTransform = otherPlacement.Get2DMatrix(); Vec2D thisStart = thisTransform.Transform( start - thisPlacement.GetRotationPivot() ); Vec2D thisEnd = thisTransform.Transform( end - thisPlacement.GetRotationPivot() ); Vec2D otherStart = otherTransform.Transform( other.start - otherPlacement.GetRotationPivot() ); Vec2D otherEnd = otherTransform.Transform( other.end - otherPlacement.GetRotationPivot() ); return Collides( thisStart, thisEnd, other.origin, otherStart, otherEnd ); }
ol::Collision ol::Shape:: LineStripCollision( const std_container1 &vertices, const std_container2 &otherVertices, const Placement &thisPlacement, const Placement &otherPlacement, bool getResults, bool thisConnectFirstAndLast, bool otherConnectFirstAndLast ) const { if( vertices.size() < 2 || otherVertices.size() < 2 ) { OlError( "An empty shape can't ever collide!" ); return Collision( false ); } Vec2D thisCo = thisPlacement.GetPosition(); Vec2D otherCo = otherPlacement.GetPosition(); Matrix2D thisTransform = thisPlacement.Get2DMatrix(); Matrix2D otherTransform = otherPlacement.Get2DMatrix(); typename std_container1::const_iterator thisIter = vertices.begin(); const Vec2D rotationPivot = thisPlacement.GetRotationPivot(); const Vec2D otherRotationPivot = otherPlacement.GetRotationPivot(); Vec2D thisPrev = thisTransform.Transform( *thisIter - rotationPivot ) + thisCo + rotationPivot; thisIter++; std::vector< LinePair * > segmentLists; // Loop through each vertex // while( true ) { bool breakNow = false; // Test if we've reached the last line segment // if( thisIter == vertices.end() ) { if( !thisConnectFirstAndLast ) { break; } breakNow = true; thisIter = vertices.begin(); } Vec2D thisVertex = thisTransform.Transform( *thisIter - rotationPivot ) + thisCo + rotationPivot; thisIter++; typename std_container2::const_iterator otherIter = otherVertices.begin(); Vec2D otherPrev = otherTransform.Transform( *otherIter - otherRotationPivot ) + otherCo + otherRotationPivot; otherIter++; // Loop through each vertex of the other polygon // while( true ) { bool breakNow = false; // Test if we've reached the last line segment of the other polygon // if( otherIter == otherVertices.end() ) { if( !otherConnectFirstAndLast ) { break; } breakNow = true; otherIter = otherVertices.begin(); } Vec2D otherVertex = otherTransform.Transform( *otherIter - otherRotationPivot ) + otherCo + otherRotationPivot; otherIter++; // Test for collision // if( IsCounterClockwise( thisPrev, thisVertex, otherPrev ) != IsCounterClockwise( thisPrev, thisVertex, otherVertex ) && IsCounterClockwise( otherPrev, otherVertex, thisPrev ) != IsCounterClockwise( otherPrev, otherVertex, thisVertex )) { if( !getResults ) { return Collision( true ); } else { Line thisLine( thisVertex, thisPrev ); Line otherLine( otherVertex, otherPrev ); segmentLists.push_back( new LinePair( thisLine, otherLine )); /* return Collision( thisLine, otherLine );*/ } } // Is last line segment of the other polygon processed? // if( breakNow ) { break; } // Advance to the next vertex of the other polygon // otherPrev = otherVertex; } // Is last line segment processed? // if( breakNow ) { break; } // Advance to the next vertex // thisPrev = thisVertex; } if( !segmentLists.empty() ) { return Collision( segmentLists ); } return Collision( false ); }